FoonLudum Dare ExplorerLD43 → Feasts must be made!

Feasts must be made!

By ogma, Gorka, caffeinated-psychics, OutLife and Rinehal

View on ldjam.com

CategoryRankScoreCount
Overall7603.1123
Fun6563.0924
Innovation8012.7924
Theme5883.3624
Graphics7742.9724
Audio4983.0224
Humor4542.9723
Mood7433.0022

Comments

driagonv 2018-12-04 17:03

Quite a good game, It was very fun, I enjoyed everything, but at first I was quite confused, even though I read most of the games description and the help, but when I got the hang of it it became quite fun! I think the concept is worth expanding upon later!

mrjoshuamclean 2018-12-05 05:59

I think there needs to be a bit more penalty for sacrificing prisoners, and you should be able to pick up the fruits by simply touching them, but the platforming is very well made and I enjoyed the fruit graphics (they made me hungry!)

Here's my play: https://www.twitch.tv/videos/344729947?t=37m32s

flaterectomy 2018-12-05 12:47

The first time I played it I had no idea I had to go to the candle to drop things off, which resulted in me just... hoarding food. :grapes: The next playthrough I read your instructions and figured out it was the altar.

The jumps feel nice, I just wish I didn't knock my head into the platforms/ceiling above sometimes. It made the movement feel a little more restrictive.

The art is pretty decent and clear, but there's a few things that stood out to me. I don't know if it's a scaling issue, but the outlines on the food has some thickness artifacting (a small spot where it's 2 pixels thick instead of 1). The banana's curve is a little jagged--it's an iconic shape and getting the right silhouette almost means you don't have to worry about how you fill it in with color anymore. The cages threw me for a loop at first. It looks like a door in a stone wall from an entirely different game, The door is also scaled differently than the rest. I am glad the character has a walk animation, but it's almost a shame that the feet are so similar to the background color so you barely see any motion. Fixing those little things would elevate the visual impression greatly.

The music is nice and atmospheric, and I enjoyed when it suddenly threw the hardcore tempo at me, while it still seemed to all fit together.

ogma 2018-12-05 19:36

@driagonv thanks :) and yep, I heard that a lot, I think the biggest problem is a lack of feedback (like the altar blinking or emitting some kind of light when you can drop stuff on it), making the game not so intuitive. @mrjoshuamclean thanks again for the feedback and taking the time to write down your advice here :) I'm happy we managed to make you hungry even though you were almost suffocating because of the spicy food you ate just before. :p We'll try to think about penalties. As for the fruits, I'll think about that, either put a switch to enable / disable auto-pick or reworking the level design to be better adjusted for that kind of gameplay. @flaterectomy I'm under the impression hoarding food is what most people did at first, I really need to make the game more intuitive. Not sure how at the moment but it's a good game design exercise. As for the "knock-head-against-ceiling", I wanted to try a platforming thing where you had to use that to kinda propel yourself on the cage because of the impact, but at the end I couldn't make it as usable as I thought, giving this awkward result. :/ As for the graphics, there is a bit of a style consistency problem, our graphics team couldn't be really in sync due to IRL problems and well, they did the best they could. :)

mza 2018-12-07 19:54

It took me a few attempts to figure out how to play the game despite there being a help screen - but got there at the end.

Talking about the help menu (UI) itself : The words feel cluttered and it looks like one big paragraph + the font (as opposed to something like sans-serif) makes it slighly harder to read. Perhaps picture tutorials will work - in terms of communiocating the goal of the game clearly.

The platforming controls are great and feels very responsive though. The "running-out of time" makes for fun frantic gameplay.

ogma 2018-12-08 02:07

@mza Thanks for the feedback! :) Yep, you're not the first person telling us about the font. I wanted to increase letter spacing but found out you couldn't do that with the native unity lib (or at least with the unity interface) and didn't have enough time to check how to code something for that.^^" I'll take note of the "sans-serif" thing, it could be useful to check that in the future. Thanks for your advice. o/

akusan 2018-12-08 05:06

Very nice game you got here. I like how you even matched the font on the theme of your game. The art is very colorful and cute too. I agree that would be nice if you can just pick up a fruit by walking on it instead of pressing E. Other than, the controls feel very good. Great job and thanks for sharing your game!

simon-rahnasto 2018-12-09 19:00

Took me a couple of tries to actually find the altar (I must be blind because it's pretty clear), but I managed to win the game when I found it! Good take on the theme, I sacrificed all of them with no remorse :smile:

The music is catchy and I love the big guy in the intro screen/victory screen, for some reason it reminds me of Asterix and Obelix. Great entry, well done :smiley:

gafblizzard 2018-12-12 00:04

This was quick and easy to understand, once I figured out that carrying more fruit and sacrificing more people made me move more slowly. I think you're right that feedback could help, since the game ends suddenly and sometimes there's not much indication that you triggered something.

arron-fowler 2018-12-15 21:27

like people have already mentioned it was a little hard to know what to do regardning the alter. Once I got that I was fully into the run and retrieve mode of things. It all works well enough, but I did find myself getting a bit bored of it. Maybe some hazards to spice thngs up a bit. Otherwise solid effort.

2018-12-20 14:19

Neat game! I included it in my compilation video series of games from the Ludum Dare, if you’d like to take a look :) https://youtu.be/a-epgKaAyrI

pickens-inc 2018-12-28 00:43

Cute entry!

The concept was clear from your description, especially the helpful TL;DR, and the gameplay itself simple. I actually think it was far too easy, as I never had to sacrifice anyone. Maybe I'm just a godlike platformer :sunglasses: hahaha.

The graphics were cute, especially the menu ones, though they did feel a little inconsistent. It's been mentioned, but the environment and the "cages" (which looked more like dungeons to me, haha) felt like they belonged in separate games to the protagonist and the fruit.

I'm glad to see you fixed the requirement to press E when picking up, because that was a minor nitpick that interrupted the pace of the game a little for me.

The music was charming, if a little shrill occasionally. Well done though, a complete experience.

Good job!

hadri 2018-12-28 11:16

Good game, good music, the theme was really good !

I don't understand why the character is a cowboy and at first I didn't understand what were the doors and I didn't see the altar but maybe I'm just blind.

ajayajayaj 2018-12-29 03:10

Very cool concept!

I was a little confused about the doors at first, but after reading the description once more, it made more sense. One issue I found is that I skipped the end screen accidentally because I was pressing e and didn't notice it finished (I was playing v1).

I liked the music, it fit well with the theme of the game, but I felt that it was a little repetitive.

Another suggestion I have is to have a better indicator that the sacrificed prisoner has an effect other than just turning red, and it would be nice if they always spawned in a position that could be jumped on.

Overall, a really nice entry, congrats!

After Comment:

I checked out v2, I like the changes you made, they really add to the experience.

I like the arrow you added haha!

2019-01-12 12:02

Game was featured in my usual LD game test video, starts at 44:55 (video in French btw) : https://www.youtube.com/watch?v=I_YG3mIWdy4